5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi, Safety

Firemodes

35m

Range

1.23 RPS

Firerate

0.25%

Durability Loss per Shot

Sight, Grip

Hooks

0%

Movement Speed

-10 to 10 (60%)

Recoil X

35 to 40 (60%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 19 14 12 12
Zombie 44 32 28 28
Animal 48 32 28 -
Structure Damage
Low Caliber
Damage
Barricade 10
Structure 7
Vehicle 10
Resource 10
Object 30

Magazines (3)

Magazines that can be attached to this weapon

2 blueprints
Repair
0%
+
5 x
+
3 x
+
=
100%
Salvage
=
5 x
2 x
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Montefeltro Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
Research High Guns 15.4 %
Military Fort Guns 12.5 %
Military Reactor Guns 11.4 %
SWAT Mega 8.0 %
Research High Stash 3.8 %
Mesadyne Low Guns 3.7 %
Research High 1.8 %
Military Fort Mega 1.6 %
Military Fort 1.1 %
Mesadyne High Guns 0.8 %
Mesadyne Low 0.3 %
Mesadyne High 0.0 %
No spawns on map.
Military Fort Zombie 1.6 %
Military Reactor Zombie 0.4 %
Mesadyne Low Zombie 0.2 %
Mesadyne High Zombie 0.1 %
No zombie drops.
Ernest #2 (With a gun)
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4285 CA Research High Guns 15.38 % 11
4439 CA Military Fort Guns 12.50 % 7
4446 CA Military Reactor Guns 11.36 % 7
4497 CA SWAT Mega 8.02 % 36
4563 CA Research High Stash 3.78 % 38
4485 CA Mesadyne Low Guns 3.75 % 12
4284 CA Research High 1.84 % 57
4448 CA Military Fort Mega 1.56 % 21
4434 CA Military Fort Zombie 1.56 % 48
4435 CA Military Fort 1.14 % 60
4488 CA Mesadyne High Guns 0.82 % 16
4441 CA Military Reactor Zombie 0.41 % 53
4483 CA Mesadyne Low 0.28 % 64
4490 CA Mesadyne Low Zombie 0.23 % 57
4491 CA Mesadyne High Zombie 0.08 % 65
4486 CA Mesadyne High 0.05 % 69
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Weapons III
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
600 Exp
You get
Montefeltro ×1
Weapons II
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Zone Trekker — milestone 1 of 6 reached
You give
Montefeltro ×1
You get
150 Exp
CA_Montefeltro.dat
GUID 659e54045b9b4aad89b5198051c5be11
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6028

Size_X 5
Size_Y 2

RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never

Instantiated_Item_Name_Override CA_Shotgun_0
EquipableModelParent SpineHook

Magazine 4198

Hook_Sight
Hook_Grip

Ammo_Min 1
Ammo_Max 6

Semi
Safety

Attachment_Calibers 2
// Grip
Attachment_Caliber_0 4003
// Electronic Sight
Attachment_Caliber_1 4010

Magazine_Calibers 1
// 6x Shells Caliber
Magazine_Caliber_0 4008

Range 35
Firerate 34
Action Trigger

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.3

Unplace 0
Replace 0

Player_Damage 18
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 40
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 30

Durability 0.25

Spread_Angle_Degrees 5.71
Spread_Aim 0.8

Ballistic_Steps 1

Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Muzzle 4052
Shell 4049

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 5
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 3
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]